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HorizonXI Beastmaster Leveling: 60-70

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This HorizonXI route starts at 60 and covers the fights through level 69. You'll finish when you reach 70. The example uses BST/WHM, so check the plan with your own job and trained levels before heading out.

Adjust this route for my job and zone · Full camp reference

HorizonXI

Beastmaster Leveling: 60 to 70

BST / WHM · All researched zones

Camp reference

This uses HorizonXI Charm camps and includes routes with lower-level targets. These routes use charmed pets, not jugs. Horizon's jug-pet changes apply to BST main, not /BST, and pet food also has server-specific changes.

10 levels with listed camps.

BST / WHM Fighting And Recovery

Keep another pet close by and keep your own weapon skill leveled. Find a pet and target you can fight repeatedly before trying something stronger.

Check your level-cap quests before making a long trip. You'll still need the right limit breaks, mission progress and expansion access to follow the route.

Ability access for levels 60 to 70
  • Blink: your level is high enough at the start. Make sure you've learned it, and give yourself time to cast before pulling.
  • Stoneskin: your level is high enough at the start. Make sure you've learned it, and cast before moving into aggro range.
  • Reraise: your level is high enough at the start. Learn the spell and check that it's active before heading into a dangerous area.

You'll still need to learn the scroll before using a spell. Anything that unlocks at your goal level belongs to the next part of your leveling, not the fights covered here.

BST job reference · WHM job reference · White Mage spell and ability levels

Level 60 to 66

Crawlers' Nest

Western scorpion extension, then the lower-target circuits

Bring food to keep the scorpion going instead of returning to its room after every fight. Pick one group of targets and check the XP before moving between areas.

MonsterRecorded LevelUse Select at stage start
Crawler Hunter60 - 62 Charm pet 60 - 60
Soldier Crawler47 - 49 Target -
Nest Beetle45 - 47 Target -
Labyrinth Lizard49 - 51 Target -
Mushussu53 - 55 Target -

Getting There

Navigate Crawlers' Nest with the floor maps to the western scorpion area. Scout the return route before taking the pet toward the lizard or beetle circuit.

Watch For

Crawlers and beetles can link. A distant replacement pet makes Charm expiration more costly; stop pulling if the timer or recovery plan is uncertain.

HorizonXI Wiki: BST subjob camp observations

Level 66 to 70

Sea Serpent Grotto

Gold-door pet area; Mythril-door target circuit

A Mousse can hold up well against physical targets, but getting it to the fighting spot takes time too. Check which doors you can open and bring enough food before leaving the pet area.

MonsterRecorded LevelUse Select at stage start
Mousse62 - 65 Charm pet 62 - 65
Bog Sahagin52 - 59 Target -
Marsh Sahagin52 - 59 Target -
Swamp Sahagin52 - 59 Target -
Rock Crab53 - 58 Target -

Getting There

Enter through Yuhtunga. Consult the door maps and bring the required beastcoins before scouting the Gold-door and Mythril-door areas.

Watch For

Mousse resists Charm. Door routes are not interchangeable; Sahagin abilities, NMs and spellcasting targets can undermine a physical-resistant pet.

Encounter Notes

  • Slime charm pet: Slimes take less physical damage, which can make them good pets against melee mobs. They also resist Charm. Keep an easier pet nearby as a backup, and switch to it if the slime keeps resisting. Family reference and sources
  • Crab target: Scissor Guard raises defense, Metallic Body absorbs damage, and Bubble Curtain reduces magic damage. If a crab suddenly takes longer to kill, one of those buffs could be why. Check whether you can remove the buff and how much HP or MP the fight is costing before pulling another. HorizonXI lists a crab weakness to blunt damage. Keep that in mind when choosing a weapon, but don't assume the same bonus applies to classic FFXI. Family reference and sources

HorizonXI Wiki: BST subjob camp observations · Sea Serpent Grotto maps and doors · Slime family traits

Preparation And Fighting Plan

WHM support starts at level 30, assuming you've leveled it enough to keep it capped.

Start with a pet no higher than your current level. Ideally, pick something at your level or one or two levels below it. The selection column shows which part of the listed range fits the start of that stage. You'll still need to check the actual mob. Use /check and Gauge before trying Charm.

Don't try Charm when you're low on HP/MP. Find a backup pet and a safe place to rest before pulling. Let your pet start the fight before joining in, and leave room to react if Charm fails or wears off. CHR helps you land Charm. Charm+ mainly helps it last longer.

Leave is available. If you release a pet outside its normal area, it may disappear. Make sure you have another option before letting it go.

Reward is available at your starting BST level.

Slimes can take physical hits well, but they resist Charm and can be hurt badly by magic. Choosing physical resistance favors suitable slime camps. It doesn't make a slime above your level a safe choice.

Pack Before Leaving

  • Silent Oils and Prism Powders if you can't cover the trip with Sneak and Invisible spells.
  • A way out if things go wrong, recovery items you can use and a Reraise option if one is available to you.
  • Pet Food Beta for Reward. You need character level 24 to use the biscuit. Bring spares if you want to keep your pet alive.
  • A level-appropriate jug as a backup once you have Call Beast. Check the pet's level cap before buying it.

Charm mechanics · Slime family traits · Leave: level 35 · Gauge: BST level 10 · Reward: BST level 12 · Pet Food Beta: level 24 · HorizonXI Beastmaster changes